Editing To Build A Nation: Cairistìne

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OLD SHEET, please go instead to [https://wiki.rpg.net/index.php/SotDL:_Forestalling_Midnight:_Cairist%C3%ACne NEW SHEET]
 
 
 
 
 
  
 
==CAIRISTÌNE==
 
==CAIRISTÌNE==
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'''Will''' 11
 
'''Will''' 11
  
'''Perception:''' 15 (w/boon) | '''Defense:''' 13 | '''Health:''' 20/20 | '''Healing Rate:''' 5 <br>
+
'''Perception:''' 15 | '''Defense:''' 13 | '''Health:''' 23/23 | '''Healing Rate:''' 5 <br>
 
'''Size:''' 1 | '''Speed:''' 10 | '''Power''' 0 <br>
 
'''Size:''' 1 | '''Speed:''' 10 | '''Power''' 0 <br>
'''Insanity:''' N/A | '''Corruption:''' 0 <br>
+
'''Insanity:''' 0 | '''Corruption:''' 0 <br>
 
'''Madness/Quirks:'''
 
'''Madness/Quirks:'''
*''Pain is Pleasure:'' You experience a thrill of pleasure when you inflict harm or receive it. Once per round, when you deal damage or take damage, you make your next attack roll or challenge roll before the end of the next round with 1 boon.
+
*Pain is Pleasure: You experience a thrill of pleasure when you inflict harm or receive it. Once per round, when you deal damage or take damage, you make your next attack roll or challenge roll before the end of the next round with 1 boon.
*''Sticky Fingers:'' You have a compulsion to steal. Whenever you see an item you can hold in one hand that’s neither worn nor carried by another creature, you must take it unless you get a success on a Will challenge roll.
+
*Sticky Fingers: You have a compulsion to steal. Whenever you see an item you can hold in one hand that’s neither worn nor carried by another creature, you must take it unless you get a success on a Will challenge roll.
  
'''Languages:''' Erelander, Courtier, Norther <br>
+
'''Languages:''' Erelander, Courtier <br>
'''Professions:''' Artisan | Leatherworker, Criminal | Pickpocket, Criminal | Fence
+
'''Professions:''' Artisan | Leatherworker, Criminal | Thief
  
 
===Talents===
 
===Talents===
*''Human''
+
*Determined: When you roll a 1 on the die from a boon, you can reroll the die and choose to use the new number.
**'''Determined:''' When you roll a 1 on the die from a boon, you can reroll the die and choose to use the new number.
+
*Nimble Recovery: You can use an action to heal damage equal to your healing rate and then move up to half your Speed without triggering free attacks. Once you use this talent, you cannot use it again until after you complete a rest.
*''Rogue: You learned your techniques to help you become a better criminal.''
+
*Trickery: Once per round, you can make an attack roll or challenge roll with 1 boon. If you attack with 1 boon from this talent, your attack deals 1d6 extra damage.
**'''Nimble Recovery:''' You can use an action to heal damage equal to your healing rate and then move up to half your Speed without triggering free attacks. Once you use this talent, you cannot use it again until after you complete a rest.
+
*Exploit Opportunity: Once per round, when the total of your attack roll is 20 or higher and exceeds the target number by at least 5, you can take another turn at any point before the end of the round.
**'''Trickery:''' Once per round, you can make an attack roll or challenge roll with 1 boon. If you attack with 1 boon from this talent, your attack deals 1d6 extra damage.
+
*Rogue Talent: Skirmish: You can use an action to move up to half your Speed. This movement does not trigger free attacks. During the move, you can make an attack. You make the attack roll with 1 bane, but the attack deals 1d6 extra damage. If you choose this talent a second time, you can move up to your Speed instead of half your Speed.
**'''Rogue Cunning:''' You can use Trickery twice per round.
+
*Dirty Tricks: Your attacks deal 1d6 extra damage when you make an attack roll with 1 boon.
**'''Exploit Opportunity:''' Once per round, when the total of your attack roll is 20 or higher and exceeds the target number by at least 5, you can take another turn at any point before the end of the round.
+
*Rogue Cunning: You can use Trickery twice per round.
**'''Rogue Talent - Skirmish:''' You can use an action to move up to half your Speed. This movement does not trigger free attacks. During the move, you can make an attack. You make the attack roll with 1 bane, but the attack deals 1d6 extra damage. If you choose this talent a second time, you can move up to your Speed instead of half your Speed.
+
*Quick Reflexes: You can use a triggered action on your turn to hide or retreat.
**'''Dirty Tricks:''' Your attacks deal 1d6 extra damage when you make an attack roll with 1 boon.
+
*Thief Talent: Keen Senses: You make all Perception rolls with 1 boon. Move Silently You make challenge rolls to sneak with 2 boons.
*''Thief: I'm a stealer of rare antiquities''
+
*Thief Talent: Open Locks: If you have lock picks, you can use an action to open one lock you can reach. If the GM calls for a challenge roll, you make it with 1 boon.
**'''Quick Reflexes:''' You can use a triggered action on your turn to hide or retreat.
+
*Dodge: You can use an action or a triggered action on your turn to choose one creature you can see within short range. Until the end of the round, the target makes attack rolls against you with 1 bane and you make challenge rolls to resist its attacks with 1 boon.
**'''Thievery Talent - Keen Senses:''' You make all Perception rolls with 1 boon.  
+
*Thief Talent: Pick Pockets: You can use a triggered action to steal an item you can hold in one hand from a creature within your reach without the creature’s knowledge.
**'''Thievery Talent - Open Locks:''' If you have lock picks, you can use an action to open one lock you can reach. If the GM calls for a challenge roll, you make it with 1 boon.
+
 
**'''Dodge:''' You can use an action or a triggered action on your turn to choose one creature you can see within short range. Until the end of the round, the target makes attack rolls against you with 1 bane and you make challenge rolls to resist its attacks with 1 boon.
+
*Attributes: You do not have a Strength score. You cannot physically interact with objects, creatures, or your environment. You are immune to any attack or effect that would target your Strength score or that can be resisted with a success on a Strength challenge roll.
**'''Thievery Talent - Pick Pockets:''' You can use a triggered action to steal an item you can hold in one hand from a creature within your reach without the creature’s knowledge.
+
*Characteristics: Increase your Perception score by 2. Reduce your Health score by the Strength score you had when you died. Recalculate your healing rate based on this new score. Finally, discard your Insanity score. You are no longer at risk of gaining Insanity as you are already mad.
*''Ghost: an assassin, hired by your enemies, took you out''
+
*Frightening: A creature that does not have the frightening or horrifying trait must make a Will challenge roll when it first sees you. The creature makes the roll with 1 bane if it sees four or more frightening creatures at the same time. On a failure, the creature becomes frightened for a number or rounds equal to 1d3 + its Insanity total. Once a creature makes this roll, it becomes immune to your frightening trait until it completes a rest. Members of your group that get a success on the challenge roll become permanently immune to your frightening trait.
**'''Attributes:''' You do not have a Strength score. You cannot physically interact with objects, creatures, or your environment. You are immune to any attack or effect that would target your Strength score or that can be resisted with a success on a Strength challenge roll.
+
*Darksight: You can see in areas obscured by shadows and darkness within medium range as if those areas were lit. Beyond this distance, you treat darkness as shadows and shadows as lit.
**'''Characteristics:''' Increase your Perception score by 2. Reduce your Health score by the Strength score you had when you died. Recalculate your healing rate based on this new score. Finally, discard your Insanity score. You are no longer at risk of gaining Insanity as you are already mad.
+
*Immune: damage from cold, disease, fire, and poison; asleep, blinded, deafened, diseased, fatigued, immobilized, poisoned, slowed
**'''Frightening:''' A creature that does not have the frightening or horrifying trait must make a Will challenge roll when it first sees you. The creature makes the roll with 1 bane if it sees four or more frightening creatures at the same time. On a failure, the creature becomes frightened for a number or rounds equal to 1d3 + its Insanity total. Once a creature makes this roll, it becomes immune to your frightening trait until it completes a rest. Members of your group that get a success on the challenge roll become permanently immune to your frightening trait.
+
*Insubstantial: You take half damage from weapons. You ignore the effects of moving across difficult terrain and you can move through solid objects and other creatures.
**'''Darksight:''' You can see in areas obscured by shadows and darkness within medium range as if those areas were lit. Beyond this distance, you treat darkness as shadows and shadows as lit.
+
*Naturally Invisible: You are invisible to all creatures other than spirits, animals, and children. While invisible, you lose the frightening trait and you cannot use actions or triggered actions to attack.
**'''Immune:''' damage from cold, disease, fire, and poison; asleep, blinded, deafened, diseased, fatigued, immobilized, poisoned, slowed
+
*Ghostly Equipment: You have ghostly copies of everything you wore and carried at the moment of your death. If you drop an item, it vanishes from existence. Ghostly armor protects you as it did when you were alive and your weapons deal half the damage they did when you were alive.
**'''Insubstantial:''' You take half damage from weapons. You ignore the effects of moving across difficult terrain and you can move through solid objects and other creatures.
+
*Manifestation: You can use an action to remove your Naturally Invisible trait, which causes you to become visible. You can use an action to end this effect.
**'''Naturally Invisible:''' You are invisible to all creatures other than spirits, animals, and children. While invisible, you lose the frightening trait and you cannot use actions or triggered actions to attack.
+
*Bound by Remains: You cannot move or be moved more than 20 yards from your body’s remains object. If your remains are object is moved more than 20 yards from you, you take 1d6 damage at the end of each round until you are within 20 yards of your remains object again. If this damage would cause you to become incapacitated, your soul descends to whatever fate it earned in life.
**'''Ghostly Equipment:''' You have ghostly copies of everything you wore and carried at the moment of your death. If you drop an item, it vanishes from existence. Ghostly armor protects you as it did when you were alive and your weapons deal half the damage they did when you were alive.
+
*Reformation: When you become incapacitated, you do not make fate rolls. Instead, you disappear from existence. If you are within 20 yards of your remains object when you disappear in this way, you return to existence in a space of your choice within 1 yard of your remains 24 hours later. Otherwise, you find your fate in the Underworld or Hell, depending on your Corruption score. [GM: we can explore this distance, etc. to be playable]
**'''Manifestation:''' You can use an action to remove your Naturally Invisible trait, which causes you to become visible. You can use an action to end this effect.
+
*Swift Manifestation: On your turn, you can use a triggered action to use your Manifestation trait or end its effect.
**'''Bound by Remains:''' You cannot move or be moved more than 20 yards from your object. If your object is moved more than 20 yards from you, you take 1d6 damage at the end of each round until you are within 20 yards of your object again. If this damage would cause you to become incapacitated, your soul descends to whatever fate it earned in life.
 
**'''Reformation:''' When you become incapacitated, you do not make fate rolls. Instead, you disappear from existence. If you are within 20 yards of your remains object when you disappear in this way, you return to existence in a space of your choice within 1 yard of your remains 24 hours later. Otherwise, you find your fate in the Underworld or Hell, depending on your Corruption score. [GM: we can explore this distance, etc. to be playable]
 
**'''Swift Manifestation:''' On your turn, you can use a triggered action to use your Manifestation trait or end its effect.
 
  
  
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===Equipment===  
 
===Equipment===  
Worn: Soft leather, cloak, long knife, whip, dagger, hand crossbow w/5 bolts, spotlight lantern, coil of rope, waterskin, pouch, pack<br>
+
(we'll work on together, if already rolled then enter)
Carried in pouch: lock picks, garrote, fine silver 'choker'<br>
 
Carried in pack: clockwork device, doll, week of rations, leatherworking tool kit, deck of cards, dice, 2 oil flasks, matches, 2 torches, 2 daggers, stolen coinpurse with coins<br>
 
Free carry: a shadow in the corner of every room you enter that never moves<br>
 
6 ss, 7 cp, 4 bits<br>
 
  
 
Lifestyle: Getting By<br>
 
Lifestyle: Getting By<br>
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*Religious Beliefs: The Queen of Summer
 
*Religious Beliefs: The Queen of Summer
 
*Piety: You are skeptical about your faith.
 
*Piety: You are skeptical about your faith.
*Thief: I am a stealer of rare antiquities
 
  
 
===Weapons + Damage===
 
===Weapons + Damage===
*Long Knife: 1d6 damage, finesse,
+
*Weapon 1
*Whip: 1d3 damage, finesse, reach +1
+
*Weapon 2
*Dagger: 1d3 damage, finesse, thrown, range - short
 
*Hand Crossbow: 1d6, offhand, short range, reload, uses bolts, rare
 
  
 
==Notes/Story==
 
==Notes/Story==
 
*Fear: Isolation
 
*Fear: Isolation
 
*Desire: Love
 
*Desire: Love

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